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Minesweeper (computer game) Totally Explained
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Everything about Minesweeper Computer Game totally explained
Minesweeper is a single-player computer game. The object of the game is to clear an abstract minefield without detonating a mine. The game has been rewritten for nearly every system platform in use today. The most well-known version is Minesweeper for the Windows platform, which comes bundled with versions of the operating system from 3.1 and on.
Overview
When the game is started, the player is presented with a grid of blank squares. The size of the grid is dependent on the skill level chosen by the player, with higher skill levels having larger grids. If the player clicks on a square without a mine, a digit is revealed in that square, the digit indicating the number of adjacent squares (typically, out of the possible 8) which contain mines. By using logic, players can in many instances use this information to deduce that certain other squares are mine-free (or mine-filled), and proceed to click on additional squares to clear them or mark them with flag graphics to indicate the presence of a mine.
The player can place a flag graphic on any square believed to contain a mine by right-clicking on the square. Right-clicking on a square that's flagged will sometimes, according to settings, change the flag graphic into a question mark to indicate that the square may or may not contain a mine. Right-clicking on a square marked with a question mark will set the square back to its original state. Squares marked with a flag can't be cleared by left-clicking on them, though question marks can be cleared as easily as normal squares. The third question mark state is often deemed unnecessary and can be disabled so that right clicking on a flagged mine will set it back to its original state right away so mines flagged in error can be corrected with one right-click instead of two.
In some versions of the game, middle-clicking (or clicking the left and right buttons at the same time) on a number having as many adjacent flags as the value of the number reveals all the unmarked squares neighboring the number; however, one forfeits the game should the flags be placed in error. This method is a very useful tool when trying to beat a good score. Some of those implementations also allow the player to move the mouse with the right mouse-button held down after marking mines; the player can then left-click on multiple numbered squares while dragging with the right mouse-button, in order to clear large areas in a short time. As an alternative to clicking both buttons at the same time players can also middle-click or shift-click on fully-flagged numbers.
Some implementations of Minesweeper will set up the board in favor of the player by never placing a mine on the first square clicked, or by arranging the board so that the solution doesn't require guessing.
History
The earliest known ancestor of Minesweeper as a computer game is Cube, found in the PDP-11 program library catalogue and credited only as "CONVERTED TO RSTS/E BY DAVID AHL, DIGITAL" (referring to David H. Ahl). Cube was played in a 3x3x3 cube with 5 mines, where the player had to find their way from one corner (1,1,1) to the opposite corner (3,3,3). The player entered the co-ordinates of the next square they wished to explore. If the target was more than one square away or there was a mine there, the player lost. No information about the number of surrounding mines was given.
The basic gameplay style became a popular but minor part of the puzzle game genre during the 1980s, with such titles as Mined-Out ( Quicksilva, 1983), and Yomp ( Virgin Interactive, 1983). Cube was further succeeded by Relentless Logic (or RLogic for short), by Conway, Hong, and Smith, which was available for MS-DOS as early as 1985. In RLogic, the player is a private in the United States Marine Corps, delivering an important message to the U.S. Command Center. RLogic is more similar to Minesweeper than to Cube in concept, but a number of differences exist:
- In RLogic, the player must navigate through the minefield, from the top left corner to the bottom right corner (the Command Center).
- It isn't necessary to clear all non-mine squares. Also, there's no mechanism for marking mines or counting the number of mines found.
- The number of steps taken is counted. Although no high score functionality is included, players could attempt to beat their personal best score for a given number of mines.
- Unlike Minesweeper, the size of the minefield is fixed. However, the player may still specify the number of mines.
- Because the player must navigate through the minefield, it's sometimes impossible to win — namely, when the mines block all possible paths.
The gameplay mechanics of minesweeper have evolved to become encompassed in a variety of further software titles; one notable occurrence of this is the mini-game Vinesweeper implemented into the MMORPG Runescape. In this particular venture (written by Jagex developer Danny J), the Minesweeper gameplay is given a large multiplayer aspect and the 'game board' adopts a continually resetting timer. This allows for a never-ending game of Minesweeper where the skill is awarded by the merit of points rather than 'game completion'.
Game analysis
Patterns and solving
There are many patterns of numbered squares that may arise during a game that can be recognized as allowing only one possible configuration of mines in their vicinity. In the interest of finishing quickly, it's often easiest to process the known patterns first, and continue on with the uncertain parts later. There are a few broad methods for solving problems in minesweeper games without guessing.
Single-square analysis
| Example case 2 |
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| a and b must be mines, because the 3 is missing 2 mines, and the only squares that can provide with those mines are a and b. |
| Example case 1 |
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| a and b are safe to open, because the 3 is already satisfied with 3 mines. |
There are two special cases that are of extra interest when solving a board that can be solved using analysis of only one square and its surrounding squares
If the amount of unopened squares surrounding a number is equal to that number, those unopened squares must all be mines.
If, for a number on the board, the amount of mines adjacent represented by that number can all be found, then every other square that isn't known to be a mine must be safe.
Multiple square analysis
To solve more complex puzzles, one needs to consider more than one square at a time. Some strategies that involve considering more than one number at a time:
If you've two adjacent numbers, the difference between those numbers is equal to the difference in the amount of mines for the 3 squares adjacent to each that are not adjacent to the other number. For example: if these numbers differ by 3, all of the adjacent squares to the higher number not shared by the other are mines, and all the opposite ones are safe.
In a similar method, sometimes it can be known that there are a certain number of mines in a certain number of squares (without necessarily knowing which are the mines and which are safe) and you can often utilise this information to find out information about other squares.
One method that are commonly used in minesweeper AIs is to consider the board as a constraint satisfaction problem
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The variables, or unknowns, in minesweeper are the unopened squares, and the constraints are the adjacent squares that are opened. The algorithm consists of trying every combination of mines that satisfies all the numbers in the adjacent squares, and making a conclusion from there. For large puzzles, this is a time-consuming process for a computer, but expert minesweepers might be able to quickly see which squares need this procedure, and where one might expect it to succeed. The two rules above are such special cases.
Example:
A corner square and the 3 adjacent squares have been opened, and the numbers given revealed. The letters here are unopened squares and they're the variables.
Blindly trying every combination gives the 4 valid configurations (out of 25), namely
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